View Full Version : Unwrapping cords
Xeon18
09-24-2008, 03:08 PM
Anyone Know a good an efficient way of unwrapping cord or cables UV wise? I know how to do it but it takes forever!
I usually use extrude a long a path to do that...
Xeon18
10-04-2008, 10:45 PM
hmm yea I saw you do them in Maya and it looks better than the one max uses so I will give it a try thanks!
Xeon18
11-12-2008, 07:24 PM
Two words for future reference...Automatic Mapping
SpiralFace
11-19-2008, 10:44 PM
whats wrong with the tools in max?
In max, you can simply make any old spline curve you want, and then add thickness to it to give it geometry, in the rollout panel, you can then assign it generic UV's for an extrusion which should give you a base.
Convert it to an editable poly or editable mesh, and then enter your UV tools to scale it to a length where there is proper spaceing between the grid.
Automatic map is great for game rez characters, but it isn't always the best thing, as sometimes, it is easier to make a tileable texture that can be properly deformed across just a straight tileable tube, rather then trying to paint or accomidate a tube detailed shape and painting with the deformation.
Deformation of textures can end up working with you if you set it up well enough
Xeon18
12-02-2008, 08:38 PM
The reason the Max version does not work as well is simply do to the fact that it does not always deform correctly. Also by automatic mapping I meant to use it for cords to give you a good base to work off of then take the pieces and put them back together. I would never leave automatic mapping the way it is it always looks terrible when first used.